Professional Documents
Culture Documents
THE CHARACTER
SHEET
Take a minute to look at the character sheets on
pages 6-11. Make photocopies of those pages if
you want and make sure that every player in
your group has the sheet for the character he or
she wants to play. Heres what all the
information on the character sheets means.
Name: The characters name, already written in.
Player: Thats you, the player running this
character. Put your own name here.
Occupation: Dark Nova characters fall into
general archetypes, within which are numerous
occupations. Each occupation has advantages
over the others. The archetypes in this mission
include Combat Arms (who are good at
warfare), Adventurer (a motley mix of roughand-tumble types who ply the spacelanes of
Fringe space), Tech (engineers and other
technically-skilled types), Academics (skilled
and well-educated types whos knowledge is
invaluable), and Socialite (socially-adept types
who have connections and charm). At least one
occupation from each archetype is represented
Race: In the Dark Nova game, characters can
belong to different races. In this mission, most
of the characters are Human, but a few are not.
Laes is a Teek, a diminutive race of sauriansevolved dinosaur-like creatures- known for their
hyper-intelligence and technical savvy, and
Hrraghnak is a Garoudan, a race of powerful
lupine hunter-warriors. There are many different
races in the dark nova world, each of them
having their own advantages, disadvantages and
abilities.
Level: Characters can be carried over from one
mission to the next (like a saved game). As
they have more missions, they become more
powerful. Level is a measure of how powerful
the characters are. In this mission, all the
characters are level 1, which means they are still
inexperienced and can grow more powerful.
Attributes and Ability Scores: These numbers
are the heart of a characters description. They
tell what the strong and weak points of the
character are. Attributes are the sum total of the
three primary characteristics of a personPhysical, Mental and Social. Ability Scores are
the specific aspects of those characteristics, such
as how strong or intelligent the characters are.
WHAT IS A
ROLEPLAYInG
GAME?
In a roleplaying game, each individual involved
pretends to be an imaginary character, much the
same as an actor plays a part in a film or a play.
The big difference is that in a film, the actors are
following a scriptbut in a roleplaying game,
you and the other players are writing your own
lines as you play out a mission, and the ending
of the story is not determined until you get there.
One of the individuals in a Dark Nova game is
the Game Master (GM for short), the person
who knows what the mission is all about and
tells the players whats happening as the story
moves along. Its always necessary for someone
to be the GM, but this doesnt have to be the
same person every time you play. The other
individuals are players, each one playing the role
of his or her own character. The mission
included with these rules, titled Oupost 13, is
for one GM and up to six players. In the Dark
Nova game, there are five primary professional
archetypes your character can be, and six
occupations within each of those archetypes.
They travel alien worlds or among the stars
themselves, living by their wits, skills and potent
weaponry. To play Outpost 13, each player
selects one of the characters from the sheets on
pages 6-11. If you want to play more missions,
you can use this character over and overyou
dont have to use a new character every time you
play a new game.
The GM should read over all of these rules and
the mission before starting play. The players
should read pages 1-11 and look over the
character sheets on pages 6-11but dont read
any farther, or the surprises of the mission will
be ruined!
COMBAT
The players are running characters who often
find themselves in a fight. The universe of Dark
Nova can be a very dangerous place, full of
predatory aliens, pirates, criminal syndicates,
and so many other threats. Your characters tend
to work at cross-purposes to these groups, and as
a result . . . we have combat.
The players roll the dice when their characters
are doing things. The GM rolls the dice for the
things he controls- like the characters he plays,
called non-player-characters or NPCs- or when
he wants to keep the results secret from the
players. If theres any question about who rolls,
the GM decides (making decisions is part of the
job). In combat, players always roll for their
characters.
Combat is divided up into rounds, and characters
can attack a predetermined number of times with
a weapon each round. When all of the players
and NPCs have gone for the round, a new one
starts and the number of attacks available
refreshes. When combat starts, each player
needs to say what weapon his character is using.
Hrraghnak, for example, may use her pulse rifle
or her grenades. Both have advantages and
disadvantages. Each of the players needs to
make an attack roll, trying to get a particular
number or higher on 1d20 (a 20-sided die). In
general, Combat Arms occupations are best at
combat and Socialite and Academic ones the
worst. Characters with high Physical ability
scores do better than those with lower ones.
Each player gets to roll to see if his or her
character scores a hit. In this mission, we
summarize all of this and tell you what number
each of the characters needs in order to hit. If
you miss, there is no penalty, except that the
opponent is still there and can attack your
character in return.
On a hit, your characters weapon causes a
certain amount of damage. The pulse rifle, for
example, causes 2d8x10 points of damage to an
opponent. This is subtracted from their Armor
Rating first, and once the Armor Rating reaches
zero, it is subtracted from the hit points until
they also reach zero. The GM keeps track of
damage to the NPCs.
Funky Dice
Weapons (and a lot of other things in the game)
come with a set of numbers, like 1d8, 2d6, and
1d4+1. What do the numbers mean? They
describe different types of dice used in the Dark
Nova game. The number after the d tells you
how many sides the die has. Ad6 is the normal
kind of die youre probably used to seeinga
cube with each side representing a number from
1 to 6. Other dice come in different shapes and
have different numbers of sides: 4, 8, 10, 12, and
20.
A number in front of the d tells how many
dice should be rolled, so 1d8 means roll one 8sided die, and 2d4 means roll two 4-sided dice.
A plus sign followed by a number means that the
number should be added to the roll: 1d8+1
means roll an 8-sided die and add 1 to the result.
A multiplication sign followed by a number
means that the results of the roll should be
multiplied by that number: 1d6x10 means roll
a 6-sided die and multiply it by 10.
On rare occasions you will see a combination of
the two, but for the purposes of this mission you
will use one or the other for simplicitys sake.
Sometimes, you might see a number like 1d3,
which doesnt have an actual die for it.
Obviously, there is no three-sided die, but you
can generate the right number range by rolling a
six-sided die and dividing by 2, then rounding
up. Thus, a 1 or 2 equals 1, a 3 or 4 equals 2, and
3
EQUIPMEnT
The Dark Nova game is set in a science fiction
world, effectively our worlds future three
centuries from now. Dark Nova characters use
energy weapons instead of gunpowder guns, fly
in skycars and starships instead of ground cars,
and fight pirates and aliens instead of the daily
commute. In the game, we throw around a lot of
words describing stuff from a much higher
technological level than what you may be used
to dealing with.
Weapons
Weapons in Dark Nova are divided into civiliangrade (civ-grade) and military-grade (mil-spec)
levels of power. The power of a civilian-grade
weapon is comparable to a 12 gauge shotgun at
close range firing .00 buckshot mixed with a
slug, and is almost always lethal in one or two
shots.
Mil-spec weapons are designed to combat the
heavy armor worn by 24th century soldiers and
are very powerful, being a hundredfold more
potent than civ-grade weapons. The average milspec sidearm has as much firepower as 21st
century heavy artillery, and is impossible to
survive without armor or substantial
augmentation.
Mil-spec heavy weapons can often unleash
kiloton or higher yield firepower- albeit much
more focused than an omnidirectional 21st
century nuclear weapon- and are understandably
highly restricted.
There are several types of weapons in Dark
Nova within these two categories. Ranged
weapons are predominantly energy weapons,
usually based on tried-and-true particle weapon
technology.
Particle Beam (PB): Uses a focused EM field
tube to contain a stream of charged particles that
travels from the emitter to the target at nearluminal velocities (i.e. .999999% of the speed of
light). As the charged particles have some mass4
Armor
Hard armor is made of a composite of materials
layered into plates of various thickness. These
materials are a mixture of hyper-dense (and thus
phenomenally heavy) atomically-bonded turine
or carbon with intervening layers of energydispersing carbon nanotube aerogel. These
plates are worn over an energy-ablative
nanofiber suit that absorbs and redirects thermal,
radiant and kinetic energy into nanobattery
power cells spread throughout the suit. This suit
also has a synthetic myomer-like layer that acts
as an artificial muscle enhancement. This is
designed to compensate for the weight of the
armor, rendering its weight and heft neutral
while being worn (as well as giving the wearer
the strength to haul the armor on).
Reinforced Concealed Armor: This armor uses
the same energy-ablative nanoweave that goes
into the suits worn under heavier armor
combined with thin, flexible plates of ablative
armor material over vital areas. While nowhere
near as durable as conventional armor, it is
designed to be virtually undetectable.
Outer Tactical Vest (OTV): One of the most
common types of armor worn by law
enforcement, this upper-body set of hard armor
is thinner and lighter than the chest-and-back
plates of full-coverage hard armor. Providing a
second-chance protection against a pulse
weapon shot, it is not designed to stand up to
prolonged abuse. It is comprised of a chest and
back plate with bicep and shoulder pauldrons to
protect the upper arms.
Light Body Armor (LBA): Light armor is
designed to provide a basic level of protection
without compromising maneuverability. The
under-armor suit is thicker than normal,
providing a base-line body-wide protection
supplemented by thick, segmented armor plates
covering the vitals. It is environmentally-sealed,
meaning it can seal instantly to protect the
wearer against a sudden drop in pressure,
radiation or hostile atmosphere.
Medium Body Armor (MBA): The heaviest
armor in this mission, an MBA uses hardened
plate armor to cover 90% of the wearer's body,
all of which are layered over a standard underarmor bodysuit. This fully-enclosed
environmentally-sealed body armor is capable of
handling EVA, and is very durable in a fight.
5
Character Sheet
Name: Ryker Teague
Player: _______________________
Occupation: Freetrader (Adventurer)
Race: Human
Level: 1
Attributes and Ability Scores
PHYStrength 14
Agility 16
Endurance 16
MENIntelligence 12
Willpower 11
Perception 13
SOCCharisma 13
Beauty 12
Savvy 15
Armor: Light Body Armour (LBA)
Armor Rating: 500
Target Acquisition Class: 17
Hit Points: 37
Wounds: __________________________
Weapons:
Weapon
# Attacks
Dmg
Hawkeye Plasma Pistol 2
6d12+10(PL)
Vibroknife
2
1d6x10(VB)
Skills:
Pilot Starship: 22
Smuggling: 20
Parts Scrounging: 16 Surveillance: 14
Equipment: Vessel- Rourkes Revenge
Occupation Description: Freetraders are
men and women who dislike the yoke of
governmental controls and prefer the
freedom of open space where they can make
their own destinies. They are armed
merchantmen, smugglers and spacers whose
ships and crew are well-trained and wellarmed. Their specialty is getting goods from
point A to point B, in spite of the dangers,
and in spite of whether people at point A
want the goods departing, or if people in
point B want them arriving.
Character Sheet
Name: Samantha Sam Nielson
Player: _______________________
Occupation: Combat Medic (Adventurer)
Race: Human
Level: 1
Attributes and Ability Scores
PHYStrength 14
Agility 15
Endurance 16
MENIntelligence 16
Willpower 13
Perception 17
SOCCharisma 9
Beauty 16
Savvy 11
Armor: Light Body Armor (LBA)
Armor Rating: 500
Target Acquisition Class: 16
Hit Points: 38
Wounds: __________________________
Weapons:
Weapon
# Attacks
Dmg
PPR40 Pulse Rifle
4
2d8x10(PP)
Hawkeye Plasma Pistol 2
6d12+10(PL)
Skills:
Paramedic, Tactical: 19 Field Surgery: 17
Tactics: Small Unit: 15 Biology: 14
Character Sheet
Name: Hrraghnak
Player: _______________________
Occupation: Mercenary (Combat Arms)
Race: Garoudan
Level: 1
Attributes and Ability Scores
PHYStrength 22
Agility 18
Endurance 21
MENIntelligence 12
Willpower 13
Perception 17
SOCCharisma 12
Beauty 12
Savvy 12
Armor: Medium Body Armor (MBA)
Armor Rating: 1,000
Target Acquisition Class: 19
Hit Points: 65
Wounds: __________________________
Weapons:
Weapon
# Attacks
Dmg
PPR40 Pulse Rifle
4
2d8x10(PP)
4 Plasma Grenades
1 per 3d12x100(g)
Skills:
Tactics, Small Unit: 17 Gunnery: 19
Stealth: 21
First Aid: 15
Equipment: Motion Detector (gives number
and location of everyone within 50 meters)
Occupation Description: Mercenaries are
the most common Combat Arms occupation.
While they can have moral and ethical codes
ranging from apathetic to staunchly
idealistic and noble, warfare and conflicts
are their career. They are combatants-forhire and are all skilled, disciplined, licensed,
and follow strict rules and guidelines of
operation.
Character Sheet
Name: Laes
Player: _______________________
Occupation: Greasemonkey (Tech)
Race: Teek
Level: 1
Attributes and Ability Scores
PHYStrength 8
Agility 15
Endurance 10
MENIntelligence 24
Willpower 13
Perception 17
SOCCharisma 12
Beauty 13
Savvy 16
Armor: Outer Tactical Vest (OTV)
Armor Rating: 400
Target Acquisition Class: 16
Hit Points: 20
Wounds: __________________________
Weapons:
Weapon
# Attacks
Dmg
Renovator Pulse Pistol
2
3d12+10(PP)
Skills:
Mechanics: 20
Computer Operation: 15
General Repair: 20 Starship Engineering: 18
Jury Rigging: 21
Electronics: 16
Netjacking: 17
Salvage: 17
Equipment: Nanite Inhibitor Field Generator
Occupation Description: Greasemonkeys have
an innate knack for mechanics that is expressed
in a pragmatic, often chaotic and/or quirky
manner. They are masters of the unorthodox
quick-fix using at-hand materials rather than
proper methods.
Unlike engineers, Greasemonkeys tend to prefer
coming up with innovative- and sometimes
insane- solutions through outside-the-box
thinking. The scary part is- it usually works.
Character Sheet
Name: Katherine Kat Martin
Player: _______________________
Occupation: Freelance Intelligence Analyst
(Academic)
Race: Human
Level: 1
Attributes and Ability Scores
PHYStrength 10
Agility 16
Endurance 15
MENIntelligence 17
Willpower 17
Perception 17
SOCCharisma 9
Beauty 14
Savvy 15
Armor: Reinforced Concealed Armor
Armor Rating: 150
Target Acquisition Class: 17
Hit Points: 35
Wounds: __________________________
Weapons:
Weapon
# Attacks
Dmg
Renovator Pulse Pistol
3
3d12+10(PP)
Skills:
Intelligence Analysis: 19 Cryptography: 20
Military Intelligence: 19
Surveillance: 22
Detect Concealment: 21
Netjacking: 16
Equipment: Maglock Keygen Card
Occupation Description: Intel analysts are
skilled in understanding and interpreting enemy
actions to compile an overall strategic profile of
their opponents, piecing together information to
determine changes in target capabilities and
probable courses of action. Freetraders often
provide transport and a base of operations for
such analysts in exchange for a cut of the profit
and their skills as strategic thinkers for when a
situation gets out of hand.
10
Character Sheet
Name: Miles Carter
Player: _______________________
Occupation: Field Journalist (Socialite)
Race: Human
Level: 1
Attributes and Ability Scores
PHYStrength 13
Agility 17
Endurance 14
MENIntelligence 12
Willpower 13
Perception 14
SOCCharisma 15
Beauty 14
Savvy 19
Armor: Reinforced Concealed Armor
Armor Rating: 150
Target Acquisition Class: 18
Hit Points: 32
Wounds: __________________________
Weapons:
Weapon
# Attacks
Dmg
Renovator Pulse Pistol
2
3d12+10(PP)
Vibroknife
2
1d6x10(VB)
Skills:
Persuasion: 17
Journalism: 21
Knowledge, Corporations: 17 Research: 20
Writing, Compelling: 19
Surveillance: 16
Equipment: Multi-Optics Headset
RUnnING A GAMInG
SESSIOn
Some sections of the text of the mission are
inside boxes. These sections are usually
supposed to be read aloud to the players, and are
preceded by some line like If the characters do
such-and-such, read the following aloud. This
is information that you, the GM, are giving the
playerswhat their characters see and hear.
12
13
STARTInG A GAME
SESSIon
BEGInnING THE
MISSIOn
Outpost 13
Once the players get everything squared away
with Mr. Deacon, the crew jumps to Telarus
with orders to investigate Outpost 13 and report
back. Read the following to the players:
The tunnel of swirling lights emerging
from a point of pure blackness in front of
you is thankfully calm. You see no
disruptive gravitic ripples in the walls of
the quantum tunnel, and a stable
wormhole is a good sign. With a flash of
blue-white light you jump out of
hyperspace back into normal space. A
distant dot expands in less than a second
into a planet filling your viewport as you
decelerate and fall into orbit. You notice a
dozen Identify- Friend or Foe tags light
up in your HUD, spaced in equidistant
orbits around the planet. The Rourkes
Revenge is pinged by inquiry signals and
targeting sensors from the defense grid,
but your IFF codes identify your vessel as
a friendly one, and the targeting systems
unlock.
The planet below is a mass of swirling
clouds and flashes of lightning. It has one
moon, a crater-pocked blackrock body not
unlike Luna back in the Sol system. Mr.
Deacons nav data indicates an approach
and landing pattern that bypasses the
worst of the storms generated by the
atmosphere processors. You easily slip
into the atmosphere, your anti-grav fields
and shields making the gusting winds and
buffeting updrafts little more than sensor
noise on your screens.
You do an initial flyover of the colony.
Deacons information proves to be
accurate, and the colony structures appear
to be intact, if a bit run-down from the
harsh weather. You see no signs of a
fight- no blast points, no bodies, nothing
to indicate a fight happened. The
perimeter lights along the wall are on, as
are the lights of the command center. No
other illumination can be seen, however.
Thermal, ultrasound and Chemical
Residue Trace imaging show no signs of
life or movement.
The mine shaft is located on the far side
18
A. STO Pad- A large landing platform designed to handle Surface-to-Orbit shuttles and transports. The
Rourkes Revenge fills 80% of the pad once it has set down. A flattened expanse of rock has been carved
into a crude road to accommodate ground vehicles so common in primordial terraforming environments as
they transport material to and from the STO pad. On either side are wind-swept rocks and protrusions of
stone that cast wild shadows in the flashes of lightning
B. ATC system- Automatic Traffic Control system that guides drone shuttles and meat-body piloted transports
to and from the STO pad. It cannot perform any other function or provide any other data except transport
schedules. However, it logs that the last transport departed three hours prior to the communications
blackout.
C. Perimeter Wall- These sixty-feet-high, ten-feet-thick walls are designed to protect the colonists from the
powerful blasts of wind that sweep Telarus regularly. They have neither walkways nor perimeter towers as
they are not designed for defense.
D. Gates- These large gates open wide enough to accommodate the large load-lifter trucks that carry shielded
crates of Corellium. Both gates are wide-open, and the controls to open and close them work. They are,
however, located in the command center.
E. Habitat Modules- These large apartment modules contain 20 small studio apartments and four large family
apartments each. They are two-story rugged structures that can be dropped from orbit and grav-chuted into
place automatically. They interlink with fortified collars and passageways, and are more than tough enough
for the rough environment of Telarus.
F. Uplink Tower- the thirty-feet-tall transmitter tower that links the outpost to the Hyperpulse beacon satellite
in orbit overhead. It does not appear to be damaged at all, and investigation of its systems reveals that it is
in working order.
G. Primary Power Plant- This is a bank of fusion micro-reactors with SafeCore technology that safely
disperses the fusion plasma if a breach occurs. All appear to be in working order, but the monitoring system
reports that only a small amount of power is being drawn from them, far less than the colony would at full
operating capacity.
H. Infirmary- This is a small hospital that is able to handle most injuries, including four regeneration tanks to
accommodate mass-trauma victims.
I. Mess Hall- This large cafeteria-like dining area can accommodate all of the colonists in a single sit-down
meal comfortably. Includes multiple autochefs and service dispensers. Food is free- a perk of being a
miner- so all of the ordering is done via touch-screen menu and dispensed automatically.
J. Waste Reclamation Stations- As with any sealed station, ALL waste products- sewage, air, etc.- are
reprocessed through nanovats and scrubber filters to be purified and converted back into food, clean water,
and fresh air. The system is self-contained to prevent accidents, as the nanites will reprocess ANYTHINGliving or dead- into food and water.
K. Load-Lifter Trucks- These massive cargo-hauling ground vehicles carry the large shielded crates Corellium
is shipped in from the mine processing center to awaiting transports. They have a small, environmentallysealed cab that can carry one human-sized person comfortably, two if they squeeze in. They are
biometrically- encoded to their operators and will not start for anyone else.
L. Entertainment Center- A large auditorium almost as big as the Rourkes Revenge that houses a large
threevee theater, various games, a small stage for traveling stage-actors, and several virtual games.
M. The Command Center- Perched atop and at one end of the Entertainment Center, this flying-bridge-like
command and control hub monitors all mining activity below, the general operations of the facility, and
traffic control issues the ATC cannot handle. It is also the communications hub. The blast doors have been
lowered over the windows, and the crew cannot see in from the outside.
N. Mine Shaft- this is the 1,500 meter deep shaft of the mine, capped with an automated ore processing center
that re-shapes the Corellium crystals into fuel rods, and the waste chips into jewelry.
O. Mine Shaft Lift- This elevator lift is large enough to accommodate a load-lifting ground-truck, and is
currently lowered into the mine.
P. Family Housing- a larger hab module designed to accommodate families, this three-story structure contains
twelve multi-room apartments.
19
Miner
Hit Points: 16 TAC: 12
#ATT: 2
PHY: 10
MEN: 12
SOC: 12
AR: 150 (mining hard-suit)
Weapons: Sierra Pulse Pistol (4d8+10)
Notes: The miner has lost his mind and believes
the characters to be a threat to him. To his
delusional mind, they are nano-zombies and any
attempts to communicate he believes are tricks
to fool him.
The Pit
Nano-zombies (3d4)
Hit Points: 24 TAC: 16
#ATT: 2
PHY: 13
MEN: 10
SOC: 10
AR: None
XP: 3 each
Weapons: Punch 1d4, Bite 1d2 30% chance to
infect. If infected, character has three rounds to
use a nanite inhibiter field or he becomes a
nano-zombie and is removed from the game.
This fight should prove to be a lot more
challenging. The nano-zombies do not stop
attacking until they are all killed.
Ryker can attack twice, needs a 10 or higher to
hit on each attack roll.
22
Dr. Bernard
Hit Points: 16 TAC: 12
#ATT: 1
PHY: 10
MEN: 16
SOC: 12
AR: None
XP: 3 each
Weapons: Punch 1d2
Notes: Dr. Bernard has lost his mind, and while
not directly dangerous, he will open up access to
the characters for his nano-zombies to infect.
If the characters have already raised the lift, then
Dr. Bernard looks at the screen with puzzlement
and says Huh, guess you already let the kids
out. Nevermind then. Would you be so kind as
to go play with them for a while, I have work to
do.
If they havent, then go back to The Pit and read
the first description. The attacks will happen as
soon as they go back up into the command
center or exit into the main courtyard through
the door on the far side of the lab.
As soon as the characters have managed to fend
off the nano-zombies for a moment, read the
following aloud:
You quickly realize that- despite how
weak they are individually, there are LOT
of these zombie-like things. It is officially
time to get the hell out of Dodge. You
eyeball it- if you can hit the ground
running out of the door, you should be
able to run for the STO pad. These things
are not as fast as you, so provided they
dont block your escape route with
massed bodies, you should be able to
make it.
At this point, the characters have but one choicerun for it. If Hrraghnak has any grenades left,
they can be used quite effectively to clear a path,
however the courtyard will be filled with over
one hundred nano-zombies. It takes four rounds
for the characters to each the gate, during which
time they will each be attacked three times per
round unless the zombies are cleared. None have
managed to wander outside the gate, thankfully,
but the characters will hit their ships loading
ramp with the zombies in hot pursuit.
http://rpg.drivethrustuff.com/index.php?
manufacturers_id=4365
Credits
Writer- Breandn Ciarra
Artists- Jeffery Agussoekarno
Erica Parks
Editing- Tiffan U Ciarraide
Playtesting DevelopersKen Weidower
Orren Fansler
George Carter
Martin Fox
24
Rourkes Revenge
Type: Freetrader
Hull Class: Light Starship
Cost: 875,000cr
Personnel:
Officers: 1
Crew: 3 (1, AI automation)
Troops/Passengers: 10 (modular quarters)
Max life support: 100
Statistics:
Length: 585 (178m)
Width: 228 (70m)
Height/Depth: 198 (61m)
3
Cargo: 270,000 cubic feet / 7,646m (45x50x120 bay)
HULL POINTS
Structure: 55,000 (110 SP)
Armor (By Location)Main Hull: 75,000
Engines: 30,000
Ailerons: 15,000
Shields (By Location, Civ III)Ventral: 60,000
Fore: 60,000
Dorsal: 60,000
Aft: 60,000
Starboard: 60,000
Port: 60,000
POWER AND PROPULSION
Engines
Main: Dual-Core Gravitic Drives (x4)
Aux: Single-Core Gravitic Drives(x1)
Accel: 2.25 AU/HR, Max Rel. Spd: .8C
Ailerons: 4
Jump Engine: Class VI (x1) Spd: 120C/hr
Class III Backup (x1)
Spd: 60C/hr
Power Plant
Reactor: Antimatter (x5)
Capacitor Bank: 500 (750)
Microcreactors: Cold Fusion
Cap Boost: 50%
SYSTEMS
Sensors:
Sensor Class: Combat II
Sensor Rating: 3d10+4
Range: 15 AU
Enhancements: Vector 5 Enhancement Package and Class IV Encryption
Skill Modifiers: +3 to Gunnery (Tar), Piloting, Navigation and Sensor Systems
Operations:
Bridge Class: Tactical TAC: 17
Signature: 18 (20)
Maneuvering Class: 7
Small Craft: None
Stealth Systems: Passive Signature Dampener 2
Computer Core:
AI: Class III
Persona: Any Navcomp: Class IV
Probes: 6 slots
Security Systems:
Defenses: Threat Level III Security System, Nanite Inhibitor Fields
Netjacking Countermeasures: -16 penalty, hardened system
WEAPONS
Spinal Mount Medium APPCs (3)
Type: APPC
Arc: Forward
RoF: SA/B
Cap: 35
Range: 315,000 Km
Damage: 1d12+10x1000
25
ENWO MODULES
Passive/Active Variable Comm and Sensor Jammers 3, IFF System.
26